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OpenGL.pde
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OpenGL.pde
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//May not be supported in Processing 2.
import processing.opengl.*;
import javax.media.opengl.*;
import codeanticode.glgraphics.*;
PGraphicsOpenGL pgl;
GLGraphicsOffScreen offscreen;
GL gl;
GLTexture srcTex, bloomMask, destTex;
GLTexture tex0, tex2, tex4, tex8, tex16;
GLTexture tmp2, tmp4, tmp8, tmp16;
GLTextureFilter extractBloom, blur, blend4, toneMap;
void setupGl(){ //goes LAST in setup
// Loading required filters.
extractBloom = new GLTextureFilter(this, "ExtractBloom.xml");
blur = new GLTextureFilter(this, "Blur.xml");
blend4 = new GLTextureFilter(this, "Blend4.xml");
toneMap = new GLTextureFilter(this, "ToneMap.xml");
destTex = new GLTexture(this, width, height);
// Initializing bloom mask and blur textures.
bloomMask = new GLTexture(this, width, height, GLTexture.FLOAT);
tex0 = new GLTexture(this, width, height, GLTexture.FLOAT);
tex2 = new GLTexture(this, width / 2, height / 2, GLTexture.FLOAT);
tmp2 = new GLTexture(this, width / 2, height / 2, GLTexture.FLOAT);
tex4 = new GLTexture(this, width / 4, height / 4, GLTexture.FLOAT);
tmp4 = new GLTexture(this, width / 4, height / 4, GLTexture.FLOAT);
tex8 = new GLTexture(this, width / 8, height / 8, GLTexture.FLOAT);
tmp8 = new GLTexture(this, width / 8, height / 8, GLTexture.FLOAT);
tex16 = new GLTexture(this, width / 16, height / 16, GLTexture.FLOAT);
tmp16 = new GLTexture(this, width / 16, height / 16, GLTexture.FLOAT);
offscreen = new GLGraphicsOffScreen(this, width, height, true, 4);
pgl = (PGraphicsOpenGL) g;
gl = pgl.gl;
gl.setSwapInterval(1); //set vertical sync on
gl.glDisable(GL.GL_DEPTH_TEST);
gl.glEnable(GL.GL_BLEND); // Turn on the blend mode
gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE);
}
void drawGl(){ //goes FIRST in draw
/*
pgl.beginGL();
gl.glDisable(GL.GL_DEPTH_TEST);// This fixes the overlap issue
gl.glEnable(GL.GL_BLEND); // Turn on the blend mode
gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE); // Define the blend mode
pgl.endGL();
*/
float fx = constrain(float(mouseX) / width, 0.01, 1);
float fy = float(mouseY) / height;
//--
fx = random(0.01,0.015);
fy = random(0.3,0.4);
println(fx + " " + fy);
srcTex = offscreen.getTexture();
offscreen.beginDraw();
//offscreen.background(0);
/*
cam.circle(radians(noise(millis()*2)*noise(millis())*50));
//cam.circle(radians(mouseX / 800.) * PI);
cam.feed();
*/
//offscreen.glDisable( GL.GL_DEPTH_TEST );
//offscreen.glEnable( GL.GL_BLEND );
//offscreen.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE);
/*
offscreen.beginGL();
gl.glPushMatrix();
line_3d(new PVector( 0, 50, 50), new PVector(-50, -50, -50), 1.66, color(255, 70, 70));
line_3d(new PVector(-50, -50, -50), new PVector( 50, -50, -50), 1.66, color(255, 70, 70));
line_3d(new PVector( 50, -50, -50), new PVector( 0, 50, 50), 1.66, color(255, 70, 70));
line_3d(new PVector( 0, 50, -50), new PVector(-50, -50, 50), 1.66, color(255, 70, 70));
line_3d(new PVector(-50, -50, 50), new PVector( 50, -50, 50), 1.66, color(255, 70, 70));
line_3d(new PVector( 50, -50, 50), new PVector( 0, 50, -50), 1.66, color(255, 70, 70));
gl.glPopMatrix();
offscreen.endGL();
*/
drawMain();
offscreen.endDraw();
// Extracting the bright regions from input texture.
extractBloom.setParameterValue("bright_threshold", fx);
extractBloom.apply(srcTex, tex0);
// Downsampling with blur
tex0.filter(blur, tex2);
tex2.filter(blur, tmp2);
tmp2.filter(blur, tex2);
tex2.filter(blur, tex4);
tex4.filter(blur, tmp4);
tmp4.filter(blur, tex4);
tex4.filter(blur, tmp4);
tmp4.filter(blur, tex4);
tex4.filter(blur, tex8);
tex8.filter(blur, tmp8);
tmp8.filter(blur, tex8);
tex8.filter(blur, tmp8);
tmp8.filter(blur, tex8);
tex8.filter(blur, tmp8);
tmp8.filter(blur, tex8);
tex8.filter(blur, tex16);
tex16.filter(blur, tmp16);
tmp16.filter(blur, tex16);
tex16.filter(blur, tmp16);
tmp16.filter(blur, tex16);
tex16.filter(blur, tmp16);
tmp16.filter(blur, tex16);
tex16.filter(blur, tmp16);
tmp16.filter(blur, tex16);
// Blending downsampled textures.
blend4.apply(new GLTexture[]{tex2, tex4, tex8, tex16}, new GLTexture[]{bloomMask});
// Final tone mapping into destination texture.
toneMap.setParameterValue("exposure", fy);
toneMap.setParameterValue("bright", fx);
toneMap.apply(new GLTexture[]{srcTex, bloomMask}, new GLTexture[]{destTex});
image(destTex, 0, 0, width, height);
}
//inspired from James Carruthers's drawLine
//http://processing.org/discourse/yabb2/YaBB.pl?num=1262458611/4#4
void line_3d(PVector pv1, PVector pv2, float weight, color _color){
PVector v1 = new PVector(pv2.x - pv1.x, pv2.y - pv1.y, pv2.z - pv1.z);
float rho = sqrt(pow(v1.x, 2) + pow(v1.y, 2) + pow(v1.z, 2));
float phi = acos(v1.z / rho);
float the = atan2(v1.y, v1.x);
v1.mult(0.5);
float zval = pv1.dist(pv2) * 0.5;
float rad = radians(120) * weight * 0.5;
gl.glPushMatrix();
gl.glTranslatef(pv1.x, pv1.y, pv1.z);
gl.glTranslatef(v1.x, v1.y, v1.z);
gl.glRotatef(degrees(the), 0, 0, 1);
gl.glRotatef(degrees(phi), 0, 1, 0);
gl.glColor4f(red(_color)/255, green(_color)/255, blue(_color)/255, 0.67);
//DRAW THE 3D 'LINE' (with 3 planes)
gl.glBegin(GL.GL_QUADS);
//1
gl.glVertex3f( rad, -rad, zval);
gl.glVertex3f( rad, -rad, -zval);
gl.glVertex3f(-rad, -rad, -zval);
gl.glVertex3f(-rad, -rad, zval);
//2
gl.glVertex3f(-rad, -rad, zval);
gl.glVertex3f(-rad, -rad, -zval);
gl.glVertex3f( 0, rad, -zval);
gl.glVertex3f( 0, rad, zval);
//3
gl.glVertex3f( 0, rad, zval);
gl.glVertex3f( 0, rad, -zval);
gl.glVertex3f( rad, -rad, -zval);
gl.glVertex3f( rad, -rad, zval);
gl.glEnd();
gl.glPopMatrix();
}